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Cruzz's The More You Know

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3 Aug 2015, 13:15 PM
#201
avatar of Iron Emperor

Posts: 1653

Cruzzy makes us smart CoH2 players
3 Aug 2015, 13:39 PM
#202
avatar of Cruzz

Posts: 1221 | Subs: 41

Is is true that cover is ignored close range (10)? Better to stand still and shoot-out than to sneak behind cover (movement penalty on accuracy I guess) in close quarters battles?


Yes



Are you sure the +25% accuracy triggers properly? I tested Valiant Assault at least a dozen times and didn't see any tangible difference. Volksgrenadiers fighting Conscripts seemed to fight the same whether or not it was triggered, and the results were pretty consistent.


Haven't seen anything to indicate it not working. Like I commented at some point about OKW offizier mark target, accuracy bonuses are kinda bad for OKW a lot of the time because they have very high accuracy to begin with.
3 Aug 2015, 17:23 PM
#203
avatar of Trubbbel

Posts: 721

How to determine distances in the game then? Read that somebody thought of an arc for some weapon being 20 and so half that and methods like that. Which range is what to use then? Or is there anohter better method?
3 Aug 2015, 19:49 PM
#204
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

AT guns are range 60, tanks and (i think) infantry are range 40. nades are like 15.
3 Aug 2015, 19:54 PM
#205
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

How to determine distances in the game then? Read that somebody thought of an arc for some weapon being 20 and so half that and methods like that. Which range is what to use then? Or is there anohter better method?


I believe the tick marks on the AT gun represent 2 units. I might be thinking of vCoH, but I think that is accurate.
4 Aug 2015, 23:28 PM
#206
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

@Cruzz does green cover affect support weapons (not the crew, the actual weapon)?

Wonder if on things like Howitzer it would mitigate some damage.
5 Aug 2015, 14:20 PM
#207
avatar of Whoa

Posts: 64



Do bulletins affect 'stolen' or recrewed weapons/units?
Do Panzer/Panther Commander, Sturm Officer, Forward Headquaters, Artillery Field Officer 'Concentrated Fire' ability aura's stack?
Conscript 'Hit the Dirt' ability stats? +Used on Negative Cover?
Riflemen 1919A6 LMG 'Defensive Stance' ability stats? +Used on Negative Cover?
Jaeger Light Infantry Recon/Pathfinder Squad, snipes models at x hp, stats? Scavenge time, Faster?
Infantry 'fall back' stats?
Negative/Light Cover + Vehicles?

Is is true that cover is ignored close range (10)? Better to stand still and shoot-out than to sneak behind cover (movement penalty on accuracy I guess) in close quarters battles?

Yes


Even with Garrison, all units, infantry/vehicles?
5 Aug 2015, 18:26 PM
#208
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post5 Aug 2015, 14:20 PMWhoa

Do bulletins affect 'stolen' or recrewed weapons/units?


A captured squad will have the same squad types as the team weapon has with its proper faction. Bulletins which are shared across factions (penetration for wfa atguns, accuracy for eastern front HMGs, vet 10% for eastern front HMGs etc) should apply to captured team weapons.


Do Panzer/Panther Commander, Sturm Officer, Forward Headquaters, Artillery Field Officer 'Concentrated Fire' ability aura's stack?


You can't have the same aura multiple times.


Conscript 'Hit the Dirt' ability stats? +Used on Negative Cover?


No suppression received, unable to move, light (yellow) cover. Doesn't matter where you use it, you'll always have light cover or better.


Riflemen 1919A6 LMG 'Defensive Stance' ability stats? +Used on Negative Cover?


+30% accuracy, 0.015 suppression on bullets, unable to move, light (yellow) cover.


Jaeger Light Infantry Recon/Pathfinder Squad, snipes models at x hp, stats?


Jaegers 1 rifle sniping at 75% health, Pathfinders 2 rifles sniping at 40% health. Guaranteed kill on hit, but the weapons have regular accuracy values so they can miss.



Infantry 'fall back' stats?


+2 speed, received accuracy *0.4


Negative/Light Cover + Vehicles?


Faster speed in negative, otherwise no effect.



Even with Garrison, all units, infantry/vehicles?


It would be wonderful if people would just read the first post...

No, garrison never gets negated.



Random bugs to keep in mind:


Soviet mortars can still be destroyed while crewed.

Rapid Conscription and Relief infantry icons both show up on team weapons captured from other factions but will not affect them, nor will they work on any atgun or howitzer crews even from your own faction.
6 Aug 2015, 07:00 AM
#209
avatar of Nebaka

Posts: 133

jump backJump back to quoted post5 Aug 2015, 14:20 PMWhoa

Conscript 'Hit the Dirt' ability stats? +Used on Negative Cover?


'Hit the Dirt' ability just spawn invisible bushes.
7 Aug 2015, 20:20 PM
#210
avatar of tightrope
Senior Caster Badge
Patrion 39

Posts: 1194 | Subs: 29

Do the suppression reduction bulletins actually work? Like those for Shock troops or Volksgrenadiers & will they stack?
10 Aug 2015, 00:39 AM
#211
avatar of Porygon

Posts: 2779

Cruzz, do normal panther/sherman bulletin (armor/speed/reload) works on Command Panther?
10 Aug 2015, 11:10 AM
#212
avatar of Cyanara

Posts: 769 | Subs: 1

I recall that pioneers had their vision increased to better synergise with the MG42, which can't see its own full weapon range.

Does re-crewing an HMG42 with pioneers confer that vision bonus?

Also, are there any other units with equal or better vision that would be good for re-crewing MG42s and AT guns?
10 Aug 2015, 11:38 AM
#213
avatar of Bad_Vader

Posts: 88 | Subs: 1

If I recall correctly re-crwing a MG42 with pioneers does retain the vision bonus of the pioneers.

I'm not sure with Fuseliers though, maybe with the upgrade.
10 Aug 2015, 12:07 PM
#214
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post10 Aug 2015, 11:10 AMCyanara


Also, are there any other units with equal or better vision that would be good for re-crewing MG42s and AT guns?



received accuracy vision reinforce popcap other
Soviets:
Shocks 100% 35 32 1.66 1.5 armor
Conscripts 108.7% 35 20 1
Guard/CE/Penal 100% 35 27/21/22 1

Ostheer:
Pioneers 100% 42 25 1.25
Grenadiers 91% 35 30 1.75
Assault gren 100% 35 28 1.4
PGrens 80% 35 42 2
Ostruppen 125% 35 16 0.833 1 sec reinforce
Stormtroopers 75% 35 33 2.25

USF:
Rifle/Lieut/Capt 97% 35 28/25/30 1.4/1.5/1.5
RE 100% 35 20 1
Pathfinder 100% 50 37 2
Paratrooper 100% 35 28 1.5
AE 100% 35 32 1.75 ignore snow movement penalties

OKW:
Volksgrenadier 100% 35 23 1.2
Pfusilier 100% 35 24 1.166
Sturmpio 87% 35 32 2 ignore snow movement penalties
Obersoldaten 70% 35 50 2.5
Jaeger 80% 50 37 2
Fallschirm 87% 35 47 2.5
10 Aug 2015, 14:30 PM
#215
avatar of Trubbbel

Posts: 721

jump backJump back to quoted post10 Aug 2015, 11:10 AMCyanara
I recall that pioneers had their vision increased to better synergise with the MG42, which can't see its own full weapon range.

Does re-crewing an HMG42 with pioneers confer that vision bonus?

Also, are there any other units with equal or better vision that would be good for re-crewing MG42s and AT guns?

Yes, pretty sure it does for any team weapon. The recrewer's stats remain. That's why some have also suggested to recrew with shocks to get extra durabiliy to team weapons.
11 Aug 2015, 00:32 AM
#216
avatar of Cyanara

Posts: 769 | Subs: 1

jump backJump back to quoted post10 Aug 2015, 12:07 PMCruzz



received accuracy vision reinforce popcap other
Soviets:
Shocks 100% 35 32 1.66 1.5 armor
Conscripts 108.7% 35 20 1
Guard/CE/Penal 100% 35 27/21/22 1

Ostheer:
Pioneers 100% 42 25 1.25
Grenadiers 91% 35 30 1.75
Assault gren 100% 35 28 1.4
PGrens 80% 35 42 2
Ostruppen 125% 35 16 0.833 1 sec reinforce
Stormtroopers 75% 35 33 2.25

USF:
Rifle/Lieut/Capt 97% 35 28/25/30 1.4/1.5/1.5
RE 100% 35 20 1
Pathfinder 100% 50 37 2
Paratrooper 100% 35 28 1.5
AE 100% 35 32 1.75 ignore snow movement penalties

OKW:
Volksgrenadier 100% 35 23 1.2
Pfusilier 100% 35 24 1.166
Sturmpio 87% 35 32 2 ignore snow movement penalties
Obersoldaten 70% 35 50 2.5
Jaeger 80% 50 37 2
Fallschirm 87% 35 47 2.5


Nice. Thanks!
11 Aug 2015, 01:24 AM
#217
avatar of Cyanara

Posts: 769 | Subs: 1

In regards to cover being ignored at less than 10 units, say you have a wall/sandbags with a road (red cover) on one side, and neutral cover on the other.

Will that mean that the squad on the road will take greater damage? Or does it simply render both squads as being in neutral cover?
11 Aug 2015, 02:46 AM
#218
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

jump backJump back to quoted post11 Aug 2015, 01:24 AMCyanara
In regards to cover being ignored at less than 10 units, say you have a wall/sandbags with a road (red cover) on one side, and neutral cover on the other.

Will that mean that the squad on the road will take greater damage? Or does it simply render both squads as being in neutral cover?


Red cover still applies.
13 Aug 2015, 07:21 AM
#219
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Interesting Fun Fact: Spearhead actually makes the main gun of the KT worse as it gives it more scatter.

Regular gun:

Scatter angle:
4.0
Scatter distance:
4.0
AoE radius:
4.0
AoE far:
3.0
AoE mid:
2.0
AoE near:
1.0

Spearhead Gun:

Scatter angle:
7.5
Scatter distance:
6.8
AoE radius:
4.0
AoE far:
3.0
AoE mid:
2.0
AoE near:
1.0

Literally the only difference is spearhead has worse scatter. There is zero benefit to using it.
13 Aug 2015, 10:45 AM
#220
avatar of Cabreza

Posts: 656

The discussion on the sturmtiger got me thinking about piercing and shot blockers so I have a question for you Cruzz:

Is it possible to design a unit that is capable of shooting through small environmental objects (fences) and/or terrain but that cannot shoot through large shot blockers such as houses?
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